+++ENTERING BLUE TESTING ZONE+++ENTERING BLUE TESTING ZONE+++ENTERING BLUE TESTING ZONE+++
Turn 2
[2] The sniper hesitates, on her hill, spending some more time to ensure she's got a clear shot. [2] No, no. Still no. Either she struggles with the moral weight of attacking and killing another person or lack of confidence in her own skills, or perhaps she's afraid of ruining what the others are planning, or she's unable to comprehend the act of pulling the trigger - in any case, the sniper refuses to fire.
The Commando, down below, hatches a plan to get behind one of the raiders. They're all approaching, [4] but in an uneven line, and the ruins offer useful cover for moving unseen. Nobody would miss one who the others can't see, right? Of course, the fourth raider is still looking their way, but the commando is confident he can reach one of the raiders where the sniper can't see.
[2+1=3] He starts off well, barely making a sound as he creeps through the fallen stone and rubble. Nearby, the Champion keeps an overwatch, aiming his bulky Ripper Gun down towards the raiders.
The Commando is not as stealthy as he hopes, however. He moves in close to the second raider - but his companions happen to glance to their right just then, and spot the strange man crouching behind a bit of wall.
[5+1=6] 'What the hell...' goes the chief. 'Take him out!'
No mercy. Before the raiders can move, the Champion springs into action - [1+1=2][3+1=4] after a moment's indecision. His Ripper Gun booms to life, [Dodges:6+2/4+2/5+2] and proves utterly uncontrollable at this range. His volley of heavy shell-like bullets slams into the ruins around the raiders and scatters them into movement - serving the purpose of getting their attentions off the Commando, atleast.
[4+1=5][4][5] The raiders - save the marksman - leap into cover immediately, using the same terrain that hid the Commando for their own benefit. [4+1=5] The chief opens up with his rifle immediately, [Dodges:1,4] and a rifle shot impacts squarely against the Champion's helm. If nothing else, the raider can shoot. [Damage:3*2=6-3=3] The shot hits a part of the plating critical enough to damage it, it seems.
[2] The marksman stands in place, gauging a shot, but his inexperience shines through, the sudden exchange of gunfire freezing him in place.
Actions:Tiruin: Attack, Attack
Persus: Combat Move/Other (sneaking around), -
Paladin: if Commando spotted: Attack, Attack.
Raider Chief: Seek Cover, Attack
Raider 2-3: Seek Cover
Raider 4: AttackEnemiesStationary, east ruin. Close Range In Cover to Persus, Medium Range In Cover to Paladin, Long Range to TiruinHP: 10/10
AP (Cover): 20/20, +2 to Dodge
AP (Armor): 15/15
AP (Aegis): 20/20
Abilities:*
Hardened OutlawEquipment:*Varand Frontier Rifle (
8/10) [Damage (per Hit): 3, Rate of Fire: 2, Accuracy: +0, Clip Size: 10, Mod Slots: 2 (Empty), Special: N/A]
*Throatcutter [Damage: 2, Speed: 2, Accuracy: +0, Special: N/A]
*Bloodstone Aegis [20/20 AP, Resistance: +3 to Close Range Damage, -4 to Other Damage. 4 turn cooldown to activate.]
*Scrap Armor [15/15 AP, Resistance: -2 to all Damage]
Current Effects: None
Stationary, east ruin. Close Range In Cover to Persus, Medium Range In Cover to Paladin, Long Range to Tiruin
HP: 10/10
AP (Cover): 10/10, +1 to Dodge
AP: 15/15
Abilities: None
Equipment:
*Varand Frontier Rifle (6/10) [Damage (per Hit): 3, Rate of Fire: 2, Accuracy: +0, Clip Size: 10, Mod Slots: 2 (Empty), Special: N/A]
*Scrap Armor [15/15 AP, Resistance: -2 to all Damage]
Current Effects: None
Stationary, east ruin. Close Range In Cover to Persus, Medium Range In Cover to Paladin, Long Range to Tiruin
HP: 10/10
AP (Cover): 20/20, +2 to Dodge
AP: 15/15
Abilities: None
Equipment:
*Varand Frontier Rifle (6/10) [Damage (per Hit): 3, Rate of Fire: 2, Accuracy: +0, Clip Size: 10, Mod Slots: 2 (Empty), Special: N/A]
*Frag Grenade (1) [Damage: 8, Accuracy: +0, Special: Blast]
*Scrap Armor [15/15 AP, Resistance: -2 to all Damage]
Current Effects: None
Stationary, central ruin. Close Range to Persus, Medium Range to Paladin, Long Range to Tiruin
HP: 10/10
AP: 15/15
Abilities: None
Equipment:
*Clan Marksman's Rifle (6/6) [Damage (per Hit): 4, Rate of Fire: 1, Accuracy: +1, Clip Size: 6, Mod Slots: None, Special: N/A]
*Scrap Armor [15/15 AP, Resistance: -2 to all Damage]
Current Effects: None
---
Stationary, south approach to ruinsHP: 30/30
Shields: 5/5 Resistance
Abilities: *
Mark Target*
Tech-HeadEquipment:*Wilde Needle Rifle
(4/4) [Damage (per Hit): 5, Rate of Fire: 1, Accuracy: +1, Clip Size: 4, Mod Slots: 2 (Empty), Special:
Long-Ranged II]
*Personal Shield [Absorbs 1-5 damage per hit. 5/5 hits Resistance. +1 Recharge each turn.]
*Shock Grenades (2) [Damage: 2, Accuracy: +0, Special:
Stunning II, Blast]
Current Effects: None
Stationary, east ruinsHP: 30/30
AP: 17/20
Abilities:*
War Cry*
Champion of the War God*
Hulking BruteEquipment:*Ripper Gun (
18/21) [Damage (per Hit): 2, Rate of Fire: 3, Accuracy: -2, Clip Size: 21, Mod Slots: 1 (Empty), Special:
Close-Ranged V]
*Ceremonial Sword [Damage: 4, Speed: 1, Accuracy: +0, Special:
Flame]
*Bloodsworn Armor [20/20 AP, Resistance: -3 to all Damage]
*Combat Drugs [1 Use. +1 to Combat Rolls for 3 turns.]
Current Effects: None
Stationary, east ruinsHP: 30/30
AP: 10/10
Abilities:*
Gravity Trap*
Kinetic Driver*
Assault TrainingEquipment:*VALKYRIE SMG (
30/30) [Damage (per Hit): 1, Rate of Fire: 6, Accuracy: +0, Clip Size: 30, Mod Slots: 1 (Empty), Special:
Close-Ranged I]
*Protective Rune Aegis [10/10 AP, Resistance: +2 to Close Range Damage, -4 to Other Damage. 3 turn cooldown to activate.]
Current Effects: None
---
As you might notice, the three raiders in Cover are still vulnerable to Tiruin. If only she could learn to pull the damn trigger. Both sides in this struggle have proven only incompetent so far, I have to say.